[Relz] Tamriel Rebuilt - Sacred East 1.2 #4

Post » Fri Oct 12, 2012 12:01 am

Tamriel Rebuilt


-- Sacred East v. 1.2 --


http://i.imgur.com/EjLJl.jpg

http://tamriel-rebuilt.org/


http://www.gamesas.com/topic/1379566-relz-tamriel-rebuilt-sacred-east-10/
http://www.gamesas.com/topic/1380688-relz-tamriel-rebuilt-sacred-east-10-2/
http://www.gamesas.com/topic/1393442-relz-tamriel-rebuilt-sacred-east-10-3/


Sacred East is now available for your enjoyment! Sacred East features some of the most lush terrain seen anywhere on Morrowind to date. With dense jungles, sparkling rivers, and impressive plantations, Sacred East is an adventure into the frontier of a previously-unexplored region: the lands of Great House Indoril. The Indoril may be known as the pious and religious among all the Great Houses, but they are not immune to terror, and it will be up to you to unravel the mysteries plaguing Almalexia's favored, as they call themselves. Prepare yourself for amazement, intrigue, and more than a little cross-country backpacking!

We have reworked the way we bring our releases to the community. You must delete all previous TR .ESM and .BSA files and replace them with the new versions: TR_Mainland, TR_Data.ESM, and TR_Data.BSA. This way you will not have to keep adding files for each release (up to 9 or 10 files for a single mod!), and instead simply replace the old file with the new one of the exact same name. Also, be sure to clean any pre-existing saves before playing! Old mods that modified TR may need to be updated if they haven't already, otherwise they may cause CTDs.

Sacred East includes an updated version of Telvannis & Antediluvian Secrets, as well as TR_Data (the data files required to play our content!). This release contains faction quests for Antediluvian Secrets, and miscellaneous quests for most settlement areas in Sacred East. Detailed lists and guides for quests may follow this release. Download locations below:


---
http://download.fliggerty.com/download-48-720
http://www.moddb.com/mods/tamriel-rebuilt1/downloads/sacred-east
http://morrowind.nexusmods.com/mods/42145/

http://www.mediafire.com/?ymsuajjfqiuatgm

---


Below is a short list of some of the places you can visit in Sacred East:

Akamora http://i.imgur.com/Ghzrq.jpg http://i.imgur.com/9qAPu.jpg
A true gem of ingenuity in architectural achievement, there is perhaps no town of Indoril heritage quite as unique as Akamora. This mining settlement makes creative use of the limited real estate, although anyone with a fear of heights may think twice about spending time here.

Ayemar http://i.imgur.com/RH6VH.jpg
A gleaming Indoril fortress, Ayemar sits at an integral point along the roads north and south. The views from this fortress proved key in the defense of wars long since past.

Bisandryon http://i.imgur.com/1R5PG.jpg
An old stronghold, Bisandryon is one of the largest of its kind in all of Morrowind. Many uses have been proposed; shelters, Temple installments, even permanent settlements, but it still remains as a holdover of the war; guards patrol less than enthusiastically, hoping for action once more. An enterprising thief may find a wealth of treasure within... if they can make their way back out alive.

Darnim http://i.imgur.com/jmE1W.jpg
A small settlement, Darnim calls home the Inlet Bog, a somewhat depressed area not unlike to the Bitter Coast of Vvardenfell. These areas are wild and filled with animals.

Dreynim and Dreynim Spa http://i.imgur.com/qQvct.jpg
The hard-working citizens of Dreynim are polite, yet not overly welcoming; they do have work to do, after all! Some of the best flat-water and river-going vessels ever to sail through Morrowind called Dreynim home, but it is a far cry from its once glorious past. Even so, you might be lucky enough to see boats being constructed on the banks. Cross the river and travel north just a hair and you'll find yourself in the area of the famous Dreynim Spa. Perfect for relaxing after (or during!) an arduous journey, Dreynim's hot springs will provide the comfort of luxury to those who so desire it.

Dun Akafell http://i.imgur.com/lzM5P.jpg
Many tales have been told of the dark, dangerous, and forbidden ruins at Dun Akafell. Shrouded in mystery, and likely more than a few traps, these ruins provide a challenge for only the bravest of souls.

Meralag http://i.imgur.com/ruHaw.jpg
Nestled in the foothills of Sacred East, and on the banks of a river, Meralag sees traders and farmers pass through its walls on a frequent basis. You'll be hard-pressed to find a more convenient stop amid your travels.

Necrom http://i.imgur.com/ONaym.jpg
The jewel of the region, the holiest of holies, the city of Necrom is famous for its white walls and somber atmosphere, which can send chills down your spine even on the sunniest of days. This city brooks no trouble from visitors, who will find themselves face-to-face with the elite guard, Ordinators in Mourning, should they put a single toe out of line.

Nethril Plantation http://i.imgur.com/SZIh0.jpg
The large plantation of Nethril provides crops for much of the region, and its owning family holds great political power because of those crops. This site is one of the more innovative uses of the MH tileset

Sailen http://i.imgur.com/MDoPg.jpg
One of the main House Indoril settlements, Sailen sees a decent amount of trade and foot traffic, as one of the last stops on the road to Necrom from pilgrims traveling south.

Seitur http://i.imgur.com/VEnMO.jpg
On the eastern coast of the mainland, the little gathering of huts is a welcome reprieve from the forests further west. Seitur sees little trade, but is home to expert fishermen.


View the Mainland in a few videos on our http://www.youtube.com/user/TamrielRebuilt!



--- Current Events ---

Tamriel Rebuilt needs questers! Not just people to design quests, but the people who actually create them in the CS and often create scripts to go alongside them. We are anxious to bring you the latest release, but are a bit short on this type of modder. The ability to work in a team, and forgo any dreams of grand "Wrath of the Lich King"-type quest ideas and implementations are necessary for such work, along with a sense for the type of lore-based dialogue that we write. In addition to questers, TR always needs interior modders and exterior modders. Even if you don't feel your skills are adequate, our Showcase process helps teach new modders the skills and habits they need to become adept at using the CS. Finally, though there isn't too terribly much of a lasting demand, there are a number of models we still currently need. Our most pressing needs at the moment are the mushroom trees of the Othreleth woods, and assorted flora and new ground textures for the Deshaan plains. Further information on these and other potential pieces can be found on our forums, and pieces of these larger sets work well as modeling showcases.

If anyone here wants to help TR bring its work to the public sooner, please visit our board's Showcase forum and post a thread showing a bit of what you know about modding and a line about this "help wanted" blurb. Don't forget to register at the forum before you try, if you haven't already!


Also, check out this cool mod by Knots, http://www.gamesas.com/topic/1343281-relz-tamriel-rebuilt-groundcover/



Tamriel Rebuilt aims to recreate "Mainland Morrowind" as Bethesda would have, had they included it in the third Elder Scrolls game. TR uses a combination of imagination and lore to bring you new areas to explore, new secrets to discover, and allowing a host of new adventures to unfold.

- Tamriel Rebuilt Team

User avatar
Leanne Molloy
 
Posts: 3342
Joined: Sat Sep 02, 2006 1:09 am

Post » Thu Oct 11, 2012 10:55 pm

I think I broke TR.

Today, in an attempt to try to remedy some insanely frequent crashing, I was reverting changes I made. One of those had been that, in an attempt to repair a save in Wrye Mash, I had ended up repairing TR_Mainland when it complained of bad refs. So to revert that, I dropped in a freshly downloaded copy of the mod. Thinking that everything was OK, I started up the game and was greeted with an insanely long list of warnings. It was so long that I'm not able to put it in a spoiler tag and have to link to it http://pastebin.com/MkVXdkvx.

I really don't want to have to reinstall Morrowind, so if someone can kindly help me to fix this problem, I'll be eternally grateful.
User avatar
Philip Rua
 
Posts: 3348
Joined: Sun May 06, 2007 11:53 am

Post » Thu Oct 11, 2012 4:30 pm

Did you Update and Repair your save file too?

oh wait... now that I see your Warnings, I think the problem is bigger than that.
User avatar
Franko AlVarado
 
Posts: 3473
Joined: Sun Nov 18, 2007 7:49 pm

Post » Thu Oct 11, 2012 11:57 pm

I think I broke TR.
Look in your load order. It looks like you do not have TR_Data.esm activated.
Many of the errors (if not all) you see in your warnings.txt are complaining about things that are defined in TR_Data.esm.
Maybe you should just re-install TR and reactivate its plugins.
User avatar
Travis
 
Posts: 3456
Joined: Wed Oct 24, 2007 1:57 am

Post » Thu Oct 11, 2012 10:17 am

Look in your load order. It looks like you do not have TR_Data.esm activated.
Many of the errors (if not all) you see in your warnings.txt are complaining about things that are defined in TR_Data.esm.
Maybe you should just re-install TR and reactivate its plugins.

I looked in Wrye Mash and saw that TR_Data was activated, then looked at my load order again, only to find the real culprit. Texture Fix somehow was in the load order before TR_Data. Once I put it back after that, it stopped wreaking havoc.

Feeling plenty stupid now. :biggrin:
User avatar
XPidgex Jefferson
 
Posts: 3398
Joined: Fri Sep 08, 2006 4:39 pm

Post » Thu Oct 11, 2012 8:53 pm

Version 1.2 is now live! The links at the top may take a while to update. :biggrin: Enjoy version 1.2, all! New in this release:


q2-27 and q2-28: The Fighters Guild in Akamora offers five new quests. (Three more are to follow in the next update.)

Rats' Showcase: A shady scholar in Tel Ouada is looking for a Daedric artifact, but for some reason he prefers you to do the searching...

Bugfixes: Several hundreds of landscaping glitches, as well as the occasional dialogue and quest hiccup are now history. A number of scripts has been optimized. The "Worthy Investment" quest works again, and two erroneously deleted underwater cells are now again in the file. Many pathgrids have been corrected. Two interiors that used to be inaccessible due to bugs can now be entered.

Inlet Bog: The creatures in the Inlet Bog have been revamped. Places formerly devoid of life now are inhabited. On the other hand, the level-scaled creatures have been replaced by static-difficulty lists, and the coastline of the Bog should be fairly accessible in the early game.

Other balancing changes: A dozen new enchanted items have been added to the game. Supply chests for the Mages' and Fighters' Guild on the Mainland have been slightly modified. Some leveled enemies in tombs have been replaced to make difficulty more controllable. Most of the non-respawning creatures which have no reason not to respawn now do respawn. Vampires in Norem no longer have wildly randomized armor. More items hidden in various locations across the Mainland, and a few quest rewards increased.

And hundreds of other very minor bug-fixes like floating objects.
User avatar
Bereket Fekadu
 
Posts: 3421
Joined: Thu Jul 12, 2007 10:41 pm

Post » Thu Oct 11, 2012 12:27 pm

Awesome! Congrats on the update everyone!
User avatar
Charlotte Henderson
 
Posts: 3337
Joined: Wed Oct 11, 2006 12:37 pm

Post » Fri Oct 12, 2012 1:17 am

Just wanted to say that I have been exploring TR ( again ) and I am always finding new areas and things to do . Just now I had a curious altercation with a Bosmer ....er mage ( ? ) just north of Port Telvannis . All I can say is that I laughed out loud ( I did try to help him out but one request was a little too extreme ) . It's the little things that make TR such a wonderful addition to the game . ( and the obvious big one too : all that loverly land to explore and loot , um , investigate I mean . )
User avatar
lolli
 
Posts: 3485
Joined: Mon Jan 01, 2007 10:42 am


Return to III - Morrowind

cron